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authorAdam Borowski <kilobyte@angband.pl>2012-03-22 01:29:15 +0100
committerAdam Borowski <kilobyte@angband.pl>2012-03-22 01:59:37 +0100
commitf88c6a77a058a02aff74443da3fd9c371877fbf3 (patch)
treece7816ba5fada182e723c537820f4542a08049c4 /crawl-ref/source/spl-tornado.cc
parentf22ecef8817a579eaba48747c8327f06424393bc (diff)
downloadcrawl-ref-f88c6a77a058a02aff74443da3fd9c371877fbf3.tar.gz
crawl-ref-f88c6a77a058a02aff74443da3fd9c371877fbf3.zip
Use actor->is_player() consistently instead of (actor->atype() == ACT_PLAYER).
Shorter and more readable. I did not change the similar comparison with ACT_MONSTER yet -- are we ever going to have other actor types? God acts may work as well with a fake monster, but multiplayer/arena can possibly want a third such type. On the other hand, code assumes that non-player implies monster and vice versa, though, so I'm probably worrying without a point.
Diffstat (limited to 'crawl-ref/source/spl-tornado.cc')
-rw-r--r--crawl-ref/source/spl-tornado.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/spl-tornado.cc b/crawl-ref/source/spl-tornado.cc
index 70c5c87eb7..e70c5a23fc 100644
--- a/crawl-ref/source/spl-tornado.cc
+++ b/crawl-ref/source/spl-tornado.cc
@@ -220,7 +220,7 @@ void tornado_damage(actor *caster, int dur)
int pow;
// Not stored so unwielding that staff will reduce damage.
- if (caster->atype() == ACT_PLAYER)
+ if (caster->is_player())
pow = calc_spell_power(SPELL_TORNADO, true);
else
pow = caster->as_monster()->hit_dice * 4;
@@ -345,7 +345,7 @@ void tornado_damage(actor *caster, int dur)
if (dur < 0)
dmg = 0;
dprf("damage done: %d", dmg);
- if (victim->atype() == ACT_PLAYER)
+ if (victim->is_player())
ouch(dmg, caster->mindex(), KILLED_BY_BEAM,
"tornado");
else